18 July 2019, 14:32 | #521 | ||||||||
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,918
|
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
|
||||||||
18 July 2019, 14:34 | #522 |
Registered User
Join Date: Dec 2016
Location: Finland
Posts: 168
|
There are perhaps some advantages still with planar graphics, like being able to have several independent scrolling layers; especially useful for vertical scrolling, when you don't need HW support for smooth scrolling. This is not possible with chunky pixels.
Running games in 4-6 bitplanes still saves bandwidth compared to 8 bit chunky. And a c2p doesn't need to use exactly all 8 bitplanes, but you can use any number of bitplanes, with 4-8 being most common. A lower amount of bitplanes speed up c2p conversion a lot. Then you can also use a scrambled chunky buffer which would reduce the number of c2p passes needed. But there are various scrambled formats. While a scrambled format would perhaps not be faster for general texturemapping, it can work well for some special cases. Also, AGA video modes can be tweaked to produce a direct hardware chunky screen with 2x1 pixels, this was done in Virtual Karting game, and it is certainly fast on an unexpanded A1200. |
18 July 2019, 14:35 | #523 |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,918
|
As for the 14 MHz 020 in a chunky-AGA A1200 running Doom in a smaller window: I guess we would need someone willing to edit away the c2p routine in Doom and just run the timedemo (with garbled output) to see whether this claim could hold. I have my doubts because the clock speed is too low but who knows...
|
18 July 2019, 14:40 | #524 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,840
|
@roondar
Yup, that's indeed one step smaller and running worse than on 68030@50. Can't tell if detail is set to high or low though, they do seem very similar to me, can't really discern between them without A-B comparison. Low detail seems to turn the pixel resolution from 1:1 to 2:1, am I correct? Last edited by vulture; 18 July 2019 at 14:45. |
18 July 2019, 14:41 | #525 | ||||
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,918
|
Quote:
Quote:
Quote:
Quote:
|
||||
18 July 2019, 14:59 | #526 | |
Registered User
Join Date: Dec 2016
Location: Finland
Posts: 168
|
Quote:
Well, yes I meant several layers with different speeds. These colorreduced c2p's are again used to save memory bandwidth. If you only have a chunky hardware display, but not improved chip ram speed, a color reduced c2p's can well be faster than an 8 bit chunky hardware display. Virtual Karting did not use copper chunky screen, I'm not sure exactly how it was done, but works only under AGA. |
|
18 July 2019, 15:11 | #527 | ||
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,918
|
Quote:
Quote:
|
||
18 July 2019, 16:16 | #528 | |||
Registered User
Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,547
|
Quote:
But this is the Amiga way, endless whinging about what a particular model 'should' have had, even if it was impractical or nobody thought it was necessary at the time. Quote:
Quote:
I keep hearing about if only the Amiga had had this or that PC feature it would have survived. But the market was already going PC and people didn't want something that was almost the same - it had to be fully PC compatible. Commodore could have made a machine that did both (like the C128) and the Amiga part would have been ignored. And within a few short years it would go on the scrap heap along with all those 386s, and 486s, and Pentium I's, and... |
|||
18 July 2019, 16:52 | #529 | |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,918
|
Quote:
With eight bits per pixel, chunky is the natural choice regardless of whether you are still thinking exclusively inside the box of 2D scrolling games or have the vision to foresee 3D games. Yes, they did a lazy copy'n'paste job and ignored how a planar 8 bit mode only had disadvantages over a chunky mode. They wanted to become more profitable with their new product by only spending the least amount necessary to make the product APPEAR to be technically advanced when it really hardly was. No wonder it flopped. As if people wouldn't find out. In retrospect it appears shear lunacy that a company in the computer business would expect to be profitable (and hence competitive) by not spending money on development. |
|
18 July 2019, 17:02 | #530 | |||||
Registered User
Join Date: May 2017
Location: Dublin Ireland
Posts: 46
|
Quote:
Quote:
Quote:
Quote:
Quote:
|
|||||
18 July 2019, 17:21 | #531 | ||||||||||
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,410
|
Quote:
Quote:
Quote:
Quote:
Quote:
All it takes to disprove a statement that extreme that is provide a single advantage, no matter how small. Which, despite your protest that my example is "hardly a consideration", I actually did. It's also something that is actually used quite heavily in many of the new games currently being made by members of EAB. You can use the same trick for other things, such as cheaply implementing 'dynamic' shadows or highlights. As stated, there's also separated layers scrolling (in up to 8 layers if you like). And if you're short on memory bandwidth, you can also be clever and only update some bit planes instead of all of them when doing certain operations. This gives you the advantage of the full 256 colours on screen, while still needing less bandwidth. It also works with anything from 1 to 8 bitplanes, unlike the sometimes supported half-chunky modes were you can only address nybbles or bytes directly. Another neat trick, though this does work better with something like a Copper in the system, is dynamically switching bitplanes on and off during the screen to (again) save on bandwidth. This was already done in some A500 games and makes it appear you're using more colours than you really are. Thanks to planar graphics, this can be done finely grained. Quote:
Quote:
But then again, perhaps PC games back in 1993 just banged the hardware directly and hoped you had a compatible card. I don't actually know that. Quote:
Quote:
Quote:
Last edited by roondar; 18 July 2019 at 17:27. |
||||||||||
18 July 2019, 17:55 | #532 | ||||||
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,918
|
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
|
||||||
18 July 2019, 20:38 | #533 |
Amigan
Join Date: Feb 2012
Location: London
Posts: 1,311
|
Everyone seems to be concentrating on games but planar modes have a huge advantage for a multitasking OS. You need only the memory that is necessary for your screen depth. I don't need 256 colours for a word processor, 4 is just fine. Chunky modes use a fixed number of bytes per pixel (I appreciate there may be some funky VGA modes).
The AmigaOS concept of Intuition Screens is just great. Has any other platform of that age replicated this (virtual desktops may be the closest thing). |
18 July 2019, 20:44 | #534 | |
Banned
Join Date: Sep 2011
Location: Cardiff, UK
Age: 51
Posts: 2,871
|
Quote:
|
|
18 July 2019, 20:48 | #535 |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 4,857
|
They did survive because they were better on a specific "niche" market than the same PC application.
Marketing agencies were using Apple for Photoshop/etc.. Offices were using PC for Word/etc.. Amiga ? They lost the "video" market and most of the AGA games were "poor brothers/sisters" ECS port with enhanced colours. Not to mention the exorbitant prices of the cards for the Amiga, while the PC prices were falling slowly. Then, how could have the Amiga survived in this context ?... |
18 July 2019, 21:47 | #536 |
Registered User
Join Date: Mar 2017
Location: London
Posts: 125
|
CBM must have expected A500 users to want to upgrade to AGA or whatever when it came about but
as I said earlier it was nice to look at but very limited in expansion. I would also have thought that people wanting to upgrade to a new level of Amiga were `serious users` I bought a 1200 but it didnt feel like a serious bit of computing. A separate keyboard and baseunit will always look more grown up and at 7 years old the Amiga should have been wearing `long pants` Anyway, moving on a bit and looking at the VGA specs here states following: http://martin.hinner.info/vga/timing.html Res/Colours........Vert........Horiz................Pixel Clock 320x200x256......70 Hz.....31.778 KHz..........25.175 MHz for a 50/60hz 15Khz display i guess we would need a Pixel Clock of at least 14Mhz Please correct me if Im wrong Would the RGB DAC need a read from a new memory location at the same speed? Is there enough space in the Chip RAM BUS to perform this aswell as everything else? If it was Fast RAM side, timing with all the other DMA would not be any issue? Isnt this also the reason we have planar in the first place, available memory/BUS speeds from 1983-85? Last edited by Juz400; 18 July 2019 at 21:48. Reason: spacing |
18 July 2019, 22:35 | #537 |
Registered User
Join Date: Jan 2019
Location: Germany
Posts: 3,216
|
The Amiga is not only a piece of hardware. It is also software. The graphics.library - which is the interface towards the graphics hardware - has no means for supporting chunky. The whole logic by which graphics works is planar. This is why RTG systems such as P96 or CGfx more or less replace major parts of the graphics subsystem by their own calls. It is not unlikely that CBM did not consider chunky feasible because it would have required major changes in the Os as well, probably an investment nobody dared to take at this time.
|
19 July 2019, 01:03 | #538 | ||||||||
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,410
|
A small point before my replies: I referred to a $150 million dollar investment that Microsoft made into Apple twice now. This investment actually happened (I linked an article to it earlier). However, the article I read, as well as various other news sources I found about this investment severely misrepresented how important MS's involvement actually was.
Fact is that Apple still had quite a bit of cash at the time and though they had just lost nearly two billion dollars in a two year period, they were already on the road to recovery and as such didn't really need the investment all that much. Just thought I'd mention this because I don't like leaving false information hanging about. Source: Apple's actual financial history (https://en.wikipedia.org/wiki/Histor...ancial_history) That is 100% irrelevant (not to mention mostly false). The point is that you said they didn't make any when in fact, they did. Quote:
On the topic of Doom on Motorola CPU's running chunky vs planar, I did post a video of two Macs running Doom (on 68030 & 68040) earlier and they ran much worse than the Amiga example by Vulture (and several other Amiga 68030 Doom videos I found), even though they had a chunky display and well over twice the graphics bandwidth. However... They didn't have the 68030 running at the same clock speed... Unfortunately, a 100% like for like comparison is extremely difficult to do without having two machines with a 68030 at the same clock speed in them (one being an AGA Amiga and the other a 68030 with chunky display). I can't do this due to lack of a Mac, RTG card or say an Atari Falcon. So all I can do is look at what is available and draw some conclusions. And upon reflection it seems to me that evidence I've seen shows that the real world performance difference between chunky and planar was much smaller than I thought. To the point were it might as well not exist. This result most definitely does surprise me, but it's still what I've observed recently and I tend to follow along were the evidence leads me. Even if it is surprising or not what I wanted/expected to see. Quote:
Quote:
Your personal dislike of certain game styles is not at all relevant here. We were discussing whether or not planar modes had any advantages left over chunky ones once you reach 8 or more bits per pixel. And, as has been shown, they actually do. The advantages of planar modes might not be what you need for the types of game you'd like to play, but that doesn't make them non-existent. Similarly, chunky modes have advantages themselves that are relevant for certain types of games. But that doesn't mean chunky modes have no disadvantages, or that some people might not be interested in the types of games that benefit from a chunky display. Quote:
Quote:
They could simply afford to lose much more money during the bad years and also had much more financial room to invest into such things as the Power PC project (which helped them ride the tide and quite probably exceeded the total R&D budget of Commodore over their entire existence - including the investments made by the Amiga Corporation prior to being acquired by Commodore). Perhaps ironically, Apple lost more money in 1996 than Commodore lost over their entire lifetime. Besides, Bruce does actually have a point. It may have taken a few more years, but the Mac part of Apple essentially turned into a PC vendor with a funky OS. And that started all the way back in 1995-1996 with Power Macs that essentially were PC's with a different CPU. Quote:
For reference, see the AAA overview by Dave Haynie: https://pdfs.semanticscholar.org/262...f3d441d3b2.pdf As for this concession by the Amiga designers... By now you're sure to know how I operate: I've never heard of this. But I will gladly admit you're right if you can provide me with something that backs up your claim. Quote:
After all, by 1996 the Mac was remarkably PC-like: it came with an IDE drive, PCI slots, standard PC power supply, etc. It really only had an odd CPU left at that point. Quote:
According to Dave Haynie (who was designing the AAA chipset), the bandwidth was "1.14x faster than AGA two cycle burst". That translates to about 32MB/sec. See the AAA overview I linked above. |
||||||||
19 July 2019, 13:04 | #539 | |
Registered User
Join Date: May 2017
Location: Dublin Ireland
Posts: 46
|
Quote:
[ Show youtube player ] the question was "Is there anything you would have done differently to Amiga before it was released". Was just quoting from Dave Haynie public conference December 1993 in this old Amiga report edition: http://www.amigareport.com/ar210/p1-3.html You could probably easily explain why the 600 MB/sec figure is mistaken /theoretical if bothered |
|
19 July 2019, 14:43 | #540 | |||||||
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,918
|
Quote:
Quote:
On the 060 (and possibly on the 040) you can easily do c2p in fastmem/cache in very little time and copy the data to chipmem while doing other useful stuff in fastmem. You can also do the c2p from fast to chip at copy speed. But that really doesn't prove that planar graphics aren't a disadvatage but rather how little sense it makes to combine an abysmally slow graphics bus with a fast CPU. In a well balanced moderately priced setup planar graphics were a lot slower for a Doom type game. Quote:
Quote:
Quote:
Quote:
Quote:
|
|||||||
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
A1200 RF module removal pics + A1200 chips overview | eXeler0 | Hardware pics | 2 | 08 March 2017 00:09 |
Sale - 2 auctions: A1200 mobo + flickerfixer & A1200 tower case w/ kit | blakespot | MarketPlace | 0 | 27 August 2015 18:50 |
For Sale - A1200/A1000/IndiAGA MkII/A1200 Trapdoor Ram & Other Goodies! | fitzsteve | MarketPlace | 1 | 11 December 2012 10:32 |
Trading A1200 030 acc and A1200 indivision for Amiga stuff | 8bitbubsy | MarketPlace | 17 | 14 December 2009 21:50 |
Trade Mac g3 300/400 or A1200 for an A1200 accellerator | BiL0 | MarketPlace | 0 | 07 June 2006 17:41 |
|
|